bf55997a56
Previous we just applied gl_LightSource[0].ambient without multiplying it by the texture itself, so it just lightened everything. This fixes that. (ws30-ALS-detailed.frag still to do)
54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
// WS30 FRAGMENT SHADER
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// -*-C++-*-
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#version 130
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#extension GL_EXT_texture_array : enable
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varying vec3 normal;
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uniform sampler2D landclass;
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uniform sampler2DArray atlas;
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uniform sampler1D dimensionsArray;
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uniform sampler1D diffuseArray;
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uniform sampler1D specularArray;
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// Passed from VPBTechnique, not the Effect
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uniform float tile_width;
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uniform float tile_height;
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// See include_fog.frag
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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void main()
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{
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
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vec4 fragColor;
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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vec3 n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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float NdotL = dot(n, lightDir);
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float NdotHV = max(dot(n, halfVector), 0.0);
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// Different textures have different have different dimensions.
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// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
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vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
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vec4 specular = texture(specularArray, float(lc)/512.0);
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vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
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vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
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texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
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fragColor = color * texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = fragColor;
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}
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